﻿using Bikiball.Core;
using Bikiball.Physic;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Bikiball.Game
{
    public class GameWorld
    {
        public List<BikiObject> GameObjects { get; set; }
        public BikiObject Player { get; set; }
        public Map Map { get; set; }

        public GameWorld()
        {
            Player = new GameObject();
            Map = new Map(100, 3, 100);

            GameObjects = new List<BikiObject>();
            GameObjects.Add(Map);
            GameObjects.Add(Player);
            Player.GetProperties<PhysicProperty>().Position.X = 2.0f;//Map.SizeX / 2;
            Player.GetProperties<PhysicProperty>().Position.Z = 2.0f;//Map.SizeZ / 2;

            Player.GetProperties<PhysicProperty>().PhysicInteraction = new PhysicInteraction(){ AllowInput = true, Gravity = true, Movable = true, Solid = true};
        }
    }
}
